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  • Subject: Better Ranking System Designed for Reach (Detailed & Accurate)
Subject: Better Ranking System Designed for Reach (Detailed & Accurate)

Breaking barriers.

Now, with this system, ranks will truely be based upon skill in that indiviual playlist.

Here's how the ranks are affected per playlist and gt

Team Slayer:
K/d Ratio 25%
Assists: 10%
Win/Lose: 65%

This system above would also relate to other playlists such as team snipers, and other slayer based playlists, with swat excluding the assist margin. This basically measures your skill to be based upon individual and team performance, with the win/lose emphasized at a greater weighting

Flag:
Individual Caps: 5%
Team Caps Total: 5%
Team Caps Allowed: 10%
K/d : 5%
Win/Lose: 75$

In this section, winning is almost everything, but not entirely. Kills are weighted very low becasue they are necessary to a degree, but will not alone win a game. Team Caps and Team Caps allowed tests you teamwork's defensive and offensive capabilities, Whereas individual caps are weighted very low as well because as it is necessary to win, selfish flag running would occur at any higher a weighting. This also rewards the losing team for keeping a close game, because if the game is close, the other team is obviously similar in skill and doesn't deserve such a hit.

Ball:
K/D 7%
Assists: 3%
Ball Time: 10%
Team Time Allowed: 10%
Win/Lose: 70%

Once again, winning is almost everything in objective gametypes, but teamwork is necessary therfore wieghtings on kills and assists. While the ball carrier weighting is low, it is considered a necessary act and is weihtied equal with k/d and assist total becasue it is hard to accomplish these things while holding the ball.

Bomb Weighted Same as flag

FFA:
K/d: 25%
Assists: 5%
Win/Lose: 70%

As for the FFA system, it emphasizes the win, but doesn't reward the player running into the map for mutal beatdowns, and has a subtle reward for the assists, becasue, well, assists do not win FFA games, but it encourages a player to not camp. K/d is weighted rather high because a smart player who is fluent in the game will come out with a positive k/d, but it's weighting is too high, this way the "better player" lossing to the guy with 30 deaths, doesn't take a huge hit, and this is based almost entirely on individual skill.

KOTH same as oddball:

Social can stay with truskill, becasue of gametypes like juggernaut and the non-competitive nature of social matchmaking

This system emphasizes skill where skill is needed, and rewards a player for playing "skillfully" in a designated playlist and/or gametype, and this also stops players from getting boosted/carried to higher ranks, as ranks play no role but to attempt an even match up.


Any thoughts or suggestions

[Edited on 10.09.2009 9:21 AM PDT]

  • 10.09.2009 9:11 AM PDT
Subject: A Better Ranking Sysyem Designed for Halo:Reach
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the will to win is the will to destroy

how about how much you score how well you do medals ect
that would make it more enjoyable and how about proper ranks this time bungie

  • 10.09.2009 9:13 AM PDT

Breaking barriers.

Posted by: LocknLoader2K8
how about how much you score how well you do medals ect
that would make it more enjoyable and how about proper ranks this time bungie


This system compensates for scoring in objective, but scoring in TS is based upon k/d

  • 10.09.2009 9:15 AM PDT
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i dont know if my idea goes in any point of this but
if we get firefight, horde or something like that with matchmaking ill like it to have his own rank
like your a 50 in matchmaking and a 30 on firefight

  • 10.09.2009 9:16 AM PDT

oh my god why do people even care about rank! they dont do anything for you! they dont unlock secret weapons or give you super upgrades! so why care! and if i am not getting my point across than tell me what rank has ever done for you other than just sit there beside your name.

(and of course i am only talking about halo 3, in reach i dont know maybe we will get rewards for rank if there even is a ranking system)

  • 10.09.2009 9:17 AM PDT

Breaking barriers.

Posted by: EnragedAUSTIN11
oh my god why do people even care about rank! they dont do anything for you! they dont unlock secret weapons or give you super upgrades! so why care! and if i am not getting my point across than tell me what rank has ever done for you other than just sit there beside your name.

(and of course i am only talking about halo 3, in reach i dont know maybe we will get rewards for rank if there even is a ranking system)


Why? Becuse it makes for a more even and competitive match in RANKED matchmaking

  • 10.09.2009 9:17 AM PDT
Subject: Better Ranking System Designed for Reach (Detailed & Accurate)

that is something i never understood about bungie. why make a ranking system? all it does is make people angry and overly competative. i mean ya i can see some one wanting to win but "OMG IF I GET DEMOTED A RANK BECAUSE YOU SUCK THAN I WILL COME TO YOUR HOUSE AND KILL YOU" is completely absurd.

if anything i think that they should just not have a ranking system in reach.

[Edited on 10.09.2009 9:22 AM PDT]

  • 10.09.2009 9:21 AM PDT

Breaking barriers.

Well, that is a certain pop, this is just to make it so you can play against similar players in ranked better than truskill

  • 10.09.2009 9:22 AM PDT

Nihilism (from the Latin nihil, nothing) is a philosophical position that argues that existence is without objective meaning, purpose, or intrinsic value.

Put simply in the words of Nietzsche as "the will to nothingness".

Rank gives you a goal to strive toward and aswell as the obvious bragging rights.

  • 10.09.2009 9:37 AM PDT

Posted by: anahum
This system emphasizes skill where skill is needed, and rewards a player for playing "skillfully" in a designated playlist and/or gametype, and this also stops players from getting boosted/carried to higher ranks, as ranks play no role but to attempt an even match up.


So in other words you want this system to act as a pillow when you get matched up with a bad team because you were too lazy to ensure you had a good team to play with?

Yeah, the system works as it is right now. You win as a team, you lose as a team. It doesn't matter how you win.

  • 10.09.2009 9:47 AM PDT
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And the pendulum swings again.

I understand everyone complaining about the Trueskill system, but it honestly isn't a bad system - in theory. The problem is that people are impatient jerks who have felt entitled to everything their whole lives because their mommies told them so. SO they start new accounts to get 50s. If people would be patient and play by the rules, everything would even out and we'd have fair ranks. But, as we've found out, the system is manipulated.

However, just because this system fell through, doesn't mean reverting back to the old system is necessarily better. While the H2 system wasn't exactly as you propose (it was based solely off of win/loss and the rank of those who you beat/lost to compared to your rank), it's pretty similar. If you get X amount of points, you move up to the next level. The problem with this system is that not only could people do what they're doing now (start new accounts and have friends play for them, buy accounts, etc), the really devious ones found other ways to have fun.

These devious fellows figured out that since it was so easy to rank up (just win 3 games!), it would be pretty easy to derank and play the BKs. Or, on the other hand, they could derank and party up with their friend who sucked and get him to a higher level. Of course that can all be done now, but at least the bastards have to pay to do it - or at least use up free accounts to do it - instead of having no cost to them whatsoever.

While I'm not saying your ideas are bad, I'm just saying you have to realize that what we have now is partially trying to fix exactly what you're going back to. Look at where we've come from and where we are to figure out how to tweak your system to where we're going. Realize that people are dirty, rotten, bastards who manipulate everything, and plan ahead. IMO, long term achievements that unlock armor or something else (say, get to 50,000 kills in ranked or social, for example) would keep people on the same accounts and in the same system, but under your proposed system, it wouldn't keep people from deranking then slaughtering or helping their friends.

Keep working on ideas. I definitely think adding in more than just win/loss does help against the boosting a little, but there are a ton of things that are still messed up. I hope this helps.

[Edited on 10.09.2009 9:49 AM PDT]

  • 10.09.2009 9:48 AM PDT

Breaking barriers.

Posted by: Hylebos
Posted by: anahum
This system emphasizes skill where skill is needed, and rewards a player for playing "skillfully" in a designated playlist and/or gametype, and this also stops players from getting boosted/carried to higher ranks, as ranks play no role but to attempt an even match up.


So in other words you want this system to act as a pillow when you get matched up with a bad team because you were too lazy to ensure you had a good team to play with?


Yeah, the system works as it is right now. You win as a team, you lose as a team. It doesn't matter how you win.


Hylebos, i'd never expect you to make such a stupid reply, this is simply a moronic post. How can a 20-30% weighting away from victory act as a pillow? Its just there to allow individual and team performance to be added to a playlist where it matters

This system cannot be boosted, because how many losses you have makes nary a difference, sure, you can derank, but what will that do other than lower your level?

  • 10.09.2009 2:25 PM PDT